ZBrushCentral

Navigation and 2.5 D bull****

Unnecessarily complicated but thank you for your help, guess you got to learn this before you start sculpting :stuck_out_tongue:

Unnecessarily complicated

It requires you to press a button (auto groups), then press another button (groups split).

If you’re referring to the way not all objects are active in zbrush at a given time, and you can’t just select an individual polygon and move it around with a manipulator handle like a traditional 3d modelling program, it has to do with the way Zbrush is designed on a fundamental level that lets it do things that no other program can in terms of raw polygon potential and performance. It’s not a matter of choosing to design it that way instead of choosing to design it like a traditional 3d program. It’s a matter of choosing to build a unique framework that lets ZB do some really magical things, even if it requires a non-traditional program environment.

I will point out again, though, that complaining is wasted here. If you have a bug, usability issue, or feature request, that should be sent to Pixologic directly. The people who actually design the program may very well never see it here. All you do by complaining here is test the patience of the community members you’re asking for help.

Your friend also preferred sculptris at first before z brush. They say z brush was designed for the artist yet it takes a very long time to get going sculpting if you’re trying to do something complicated like working on multiple objects. While Z brush is more powerful and better in every way this is something sculptris handled better.

In sculptris you could easily switch between objects with the click of a button and pose the objects however you wanted by checking global then just move the object around. Not that easy in z brush where you got to mask objects divide them into polygroups and then convert the polygroups to subtools. There is no polygroup list either to choose from and masking individual bones with hotkeys that are hidden so much stuff you got to memorize to do something that could be much easier.

Funny to think that what we need a bunch of polygroups, subtools and stuff the people a couple of hundred years ago could do with a chisel and some paper. This is not complaining it’s just commenting on the OBVIOUS, z brush is cluttered.

In regards to your comparison there shouldn’t be a need to manually mask off and create individual polygroups unless you originally modeled the bones fused together as a single element. If that’s the case then this is a user workflow problem, not a user interface issue. If the bones are separate islands then zbrush can probably sort and split them into subtools faster then sculptris will even open. If you are importing a model from another program then you can even have each part come in as individual subtools right from the start. Once you have subtools created, they can be selected instantly by alt+clicking on them on the mesh or by going through the list.

Polygroups work more like clusters in other traditional modeling programs, and serve a use that far exceeds merely creating selection groups. They can be very temporary and fluid in nature, which would make naming them a waste. For the various technical purposes they serve it is far easier to select them just by simply clicking on them rather then combing through a list for a specific name while the polygroup is visually sitting there staring at you the entire time.

It helps to bear in mind that you can do so, so much more with subtools, polygroups, vertices, and all the algorithims that zbrush and other 3d programs employ then you could ever dream of doing with a chisel and piece of paper.

Oh lol it was as simple as hitting two buttons, I thought I had to mask out every single individual rib, wow this subtool list is real fancy I’m liking this. Sorry for my complaining I just saw some video of someone masking single objects inverting selection and messing around with a bunch of shortcuts to create polygroups but you can do it with a press of a button if they’re individual objects already. Just got one question could I add a new sphere or object and have it be a subgroup of the skeleton I’m working on, like I’d eventually have to extrude the calf bone I’d have to add a new object but doing so will freeze my skeleton how would i make the new sphere a subgroup at the start?

In sculptris you could easily switch between objects with the click of a button and pose the objects however you wanted by checking global then just move the object around.Not that easy in z brush where you got to mask objects divide them into polygroups and then convert the polygroups to subtools. There is no polygroup list either to choose from and masking individual bones with hotkeys that are hidden so much stuff you got to memorize to do something that could be much easier.

Funny to think that what we need a bunch of polygroups, subtools and stuff the people a couple of hundred years ago could do with a chisel and some paper. This is not complaining it’s just commenting on the OBVIOUS, z brush is cluttered.

I’m not certain if you’re being deliberately stubborn, or just not reading the things that people have taken the time to explain to you. You can select different subtools in the viewport by simply shift-alt clicking on them. You can select different polygroups by shift ctrl clicking on them. You view polygrouping in Polyframe mode. In move mode, individual polygroup objects within a single subtool can be instantly highlighted for movement, and everything else automasked with a single Ctrl-click on the object. Any sufficiently complex program requires you to learn certain key commands in order to work with any speed.

You’re making a lot of pronouncements about a tool you have only the most rudimentary understanding of at this point.

Polygroups are a highly beneficial feature, not a hindrance. Traditional sculptors may not have had access to them, but they would have loved to be able to instantly protect or remove any precise part of their sculpture with a simple gesture in order to get to a difficult to work area.

Yes, Zb is a more complex tool, and it has more competition for easily accessible key commands and UI real estate. You will not pick it up in a single day. It also comes with a selection of more focused interfaces for different uses,easily cycled through, and the ability to custom make your own. Like I said, Zbrush is unique in it’s ability to handle vast amounts of raw polygons for a minimum of performance impact, making zbrush viable on even modest systems. Sculptris, while an elegant compact tool, can only do a fraction of what ZB can in terms of poly potential and production scope. As a result of its unique framework allowing it to do this, ZB comes with its own unique work space. As long as Zbrush remains unique in poly performance, it’s difficult to make the case that things could easily be done differently without losing its performance edge, until someone else actually manages to do it.

Use whichever tool best meets your needs. But you’ll forgive me if I don’t particularly value the opinion of someone who can’t be bothered to read the documentation or watch tutorials for the tool they bought and has to ask for help with well documented basic functions, as to which features are valuable or necessary. You’re simply not in the position to make those judgements yet. I guarantee you that if you continue to work with Zbrush, you’re going to have a different opinion on a lot of those things in a few month’s time.

I gave you a second chance, but it’s clear you’re more interested in posturing, than in learning. I only assist people interested in the latter. There are plenty of public boards out there where people might be interested in your “expert” opinions on ZBs feature set. This board is for questions and troubleshooting.

Just got one question could I add a new sphere or object and have it be a subgroup of the skeleton I’m working on, like I’d eventually have to extrude the calf bone I’d have to add a new object but doing so will freeze my skeleton how would i make the new sphere a subgroup at the start?

In the subtool subpalette, there are options to insert or append a new subtool to the list.

I would be quite interested in seeing some of your masterful work. Perhaps you could post a link that would substantiate these claims?